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Necromunda rulebook - Games Workshop

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PLAYING A CAMPAIGN GAME<br />

When playing a campaign game you have two extra<br />

things to do. Firstly, before the game starts, you must<br />

decide where the fight is to take place and sort out any<br />

other pre-battle details. Secondly, after the game is over,<br />

you must roll for income, injuries and other post-battle<br />

details.<br />

PRE-BATTLE SEQUENCE<br />

Before the battle can begin the players work their way<br />

through the following sequence.<br />

1. The player with the lowest gang rating rolls on the<br />

Scenario Table to determine which scenario will be<br />

played. If the scenario has an attacker and a<br />

defender, then the player who picks the scenario<br />

must attack.<br />

SCENARIO TABLE<br />

2D6 Result<br />

2 The player whose gang has the highest gang<br />

rating may choose which scenario is played.<br />

The battle is fought in an old dome which is<br />

prone to cave-ins. If either side uses a heavy<br />

weapon or grenade during the game the<br />

roof caves in on a D6 roll of 4, 5 or 6. Roll<br />

each time such a weapon is used. If the roof<br />

caves in then the game ends immediately in<br />

a draw and all models must roll under their<br />

Initiative to escape without further harm.<br />

Any fighters who fail this test sustain a S4 hit<br />

with a -1 armour save modifier.<br />

3 The player whose gang has the highest gang<br />

rating may choose which scenario is played.<br />

4-6 Play the Gang Fight scenario.<br />

7-11 The player with the lower gang rating may<br />

choose which scenario is played.<br />

12 The player with the lower gang rating may<br />

choose which scenario is played. In<br />

addition, this is a real ‘grudge match’, so<br />

both sides earn double Experience points<br />

for the battle.<br />

2. Roll for fighters with Old Battle Wounds or<br />

Head Wounds to see what part they play in the<br />

battle.<br />

3. Set up the terrain and gangs according to the<br />

rules for the scenario you are playing.<br />

109<br />

NECROMUNDA<br />

POST BATTLE SEQUENCE<br />

After the battle is over the players work their way through<br />

the following sequence. You do not have to work<br />

through the entire sequence at once, as you may wish to<br />

consider further purchases, but any dice rolls required<br />

must be observed by both players or a neutral third party.<br />

It is convenient to complete up to Section 4 (Collecting<br />

Income) straight after the game.<br />

1. Determine the extent of injuries for each fighter<br />

out of action at the end of the game. Fighters<br />

who are down at the end of the game are<br />

considered to be out of action on the D6 roll of<br />

a 4, 5 or 6 and must also roll for injuries. See<br />

the Serious Injuries chart.<br />

2. Allocate Experience points for your fighters and<br />

make any Advance rolls. See the Experience<br />

section and Scenarios for details of how this<br />

works.<br />

3. Re-allocate territory if appropriate. Territory<br />

may be lost or won according to the scenario<br />

played.<br />

4. Collect income from territory as described in<br />

the Territory section.<br />

5. Recruit new fighters and buy new equipment as<br />

described in the Trading Post section.<br />

6. Update your total gang rating and you are ready<br />

to fight again.<br />

DISBANDING GANGS<br />

You may choose to disband your gang at the end of any<br />

game and start again with a new one. All of the old gang’s<br />

territories are lost, but gang fighters may be hired for the<br />

new gang if you wish. Gang fighters who are ‘re-hired’<br />

have a cost equal to the value listed for them in the gang<br />

list plus their equipment, plus 1 credit per Experience<br />

point.<br />

The leader of a disbanded gang, if he is still alive, may not<br />

be hired into the new gang. He wanders alone and<br />

defeated into the wastes and is never seen again.<br />

BUYING NEW EQUIPMENT BETWEEN GAMES<br />

As explained in the Trading Post section fighters may be<br />

bought new equipment using credits from the gang’s<br />

stash. Fighters may trade in old equipment they no<br />

longer want. Gang fighters can also swap equipment<br />

between themselves. Alternatively, old equipment can be<br />

hoarded and re-used at a later date.<br />

Weapons purchased, swapped or taken from storage<br />

must be of an appropriate type for the fighter as<br />

indicated in the recruitment lists. You can’t give a ganger<br />

a heavy weapon, for example.<br />

Record any changes to a gang fighter’s equipment on the<br />

gang roster. Bear in mind that models must always carry<br />

the appropriate weaponry. A fighter who changes his<br />

weaponry must be represented by a new model, or the<br />

existing model may be converted so that he carries the<br />

appropriate weapons.

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